Command & Conquer Red Alert History is a small mod that adds a few new units. The idea came about because I wondered what a few Red Alert units would look like and perform inside the Tiberium wars engine. I consider this mod a 'museum', wherein I add a few historical pieces that I like into the C&C3; engine! The Mod will be updated by adding a few units at a time (typically around 10 items). The mod is a mixture of mostly EA & public models, as well as a few original models done by me. Check the forums & articles for detailed information and for in-depth discussion.

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balance victorybomb and yak provide me new big redhistory file (Games : C&C3: Tiberium Wars : Mods : C&C: Red Alert History : Forum : Balance : balance victorybomb and yak provide me new big redhistory file) Locked
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Nov 23 2022 Anchor

please i want this balance and re complie the mod as big again i need victory bomb require superweapon building and p51 and yak 30sec reload time


	<SpecialPowerTemplate
		id="SpecialPowerAirDispersion"
		TargetType="LOCATION"
		Flags="WATER_OK SHARED_SYNC IS_PLAYER_POWER IGNORE_MAP_EXTENTS"
		ReloadTime="490s"
		InitiateAtLocationSound="AudioEvent:AirRaid_Siren"
		RadiusCursorRadius="250"
		EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget"
		EvaEventToPlayOnInitiateOwner="AirstrikeInitiated"
		Money="-4000">
		<ObjectFilter
			Rule="UNPARSED" />
		<ForbiddenObjectFilter Include="STRUCTURE" />
		<GameDependency>
			<RequiredObject>NODTempleOfNOD</RequiredObject>
		</GameDependency>
	</SpecialPowerTemplate>
	<SpecialPowerTemplate
		id="SpecialPowerAlliedAirDispersion"
		TargetType="LOCATION"
		Flags="WATER_OK SHARED_SYNC IS_PLAYER_POWER IGNORE_MAP_EXTENTS"
		ReloadTime="420s"
		InitiateSound="AudioEvent:ALL_CenturyBomber_VoiceAttack"
		InitiateAtLocationSound="AudioEvent:AirRaid_Siren"
		RadiusCursorRadius="200"
		EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget"
		Money="-4000">
		<ObjectFilter
			Rule="UNPARSED" />
		<ForbiddenObjectFilter Include="STRUCTURE" />
		<GameDependency>
			<RequiredObject>GDIIonCannonControl</RequiredObject>
		</GameDependency>
	</SpecialPowerTemplate>
	<SpecialPowerTemplate
		id="SpecialPowerYAKSquad"
		TargetType="LOCATION"
		Flags="NOT_CLIFF_CELL SHARED_SYNC IS_PLAYER_POWER"
		ReloadTime="30s"
		InitiateSound=""
		InitiateAtLocationSound=""
		ViewObjectDuration="0s"
		ViewObjectRange="0"
		RadiusCursorRadius="75"
		PreventConditions=""
		RequiredConditions=""
		DisallowedTargetModelStates=""
		RequiredTargetObjectStatus=""
		DisallowedTargetObjectStatus=""
		MaxCastRange="1000000"
		MinCastRange="0"
		ForbiddenObjectRange="0"
		EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget"
		RestrictionType="UNRESTRICTED"
		Money="-2500"
		TimerImage=""
		ReachableTargetsCircleDisplayRadius="0"
		WaypointModeTerminal="True">
	<ObjectFilter
			Rule="UNPARSED" />
		<ForbiddenObjectFilter Include="STRUCTURE" />
		<GameDependency>
			<RequiredObject>NODOperationsCenter</RequiredObject>
		</GameDependency>
	</SpecialPowerTemplate>
	<SpecialPowerTemplate
		id="SpecialPowerP51Squad"
		TargetType="LOCATION"
		Flags="NOT_CLIFF_CELL SHARED_SYNC IS_PLAYER_POWER"
		ReloadTime="30s"
		InitiateSound=""
		InitiateAtLocationSound=""
		ViewObjectDuration="0s"
		ViewObjectRange="0"
		RadiusCursorRadius="75"
		PreventConditions=""
		RequiredConditions=""
		DisallowedTargetModelStates=""
		RequiredTargetObjectStatus=""
		DisallowedTargetObjectStatus=""
		MaxCastRange="1000000"
		MinCastRange="0"
		ForbiddenObjectRange="0"
		EvaEventToPlayWhenSelectingTarget="SelectSpecialPowerTarget"
		RestrictionType="UNRESTRICTED"
		Money="-2500"
		TimerImage=""
		ReachableTargetsCircleDisplayRadius="0"
		WaypointModeTerminal="True">
	<ObjectFilter
			Rule="UNPARSED" />
		<ForbiddenObjectFilter Include="STRUCTURE" />
		<GameDependency>
			<RequiredObject>GDICommandPost</RequiredObject>
		</GameDependency>
	</SpecialPowerTemplate>





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